How do I make the range higher? Like instead of moving around the house for example to place down blocks is there an option to make the range higher so I don't have to move. Or is there an option where I can have all the blocks to be placed instantly in creative mode?
How do I make the range higher? Like instead of moving around the house for example to place down blocks is there an option to make the range higher so I don't have to move. Or is there an option where I can have all the blocks to be placed instantly in creative mode?
You use the * button to get the schematic making window. There you can move the red and blue marker around with the buttons without moving yourself.
And no the insta-print is not yet in the mod, but will be in the futur.
How do I make the range higher? Like instead of moving around the house for example to place down blocks is there an option to make the range higher so I don't have to move. Or is there an option where I can have all the blocks to be placed instantly in creative mode?
The range for the printer is limited by the Minecraft Server, can't do much until I get the insta print into Schematica.
Why is it just blue and doesn'T show any textures?
Which mods do you use? Also before you do that, if you happen to have Goggles of Revealing equipped take them off. Also, try to load up a schematic with nothing but vanilla blocks.
Which mods do you use? Also before you do that, if you happen to have Goggles of Revealing equipped take them off. Also, try to load up a schematic with nothing but vanilla blocks.
Here is my modfolder:
Also I just wear an normal armor (tartarite) which isn't affecting the sight I think. Took them off - no change.
Rollback Post to RevisionRollBack
sorry for my bad english - it's not my native language
Does the same thing happen in a flat world? Also, try placing/wearing things from the hats mod. It's the old thing that jumps to mind. If it doesn't happen, try placing blocks that are present around the place where you tried in the screenshot (take random block from all the mods, see if any of the mods triggers it).
Does the same thing happen in a flat world? Also, try placing/wearing things from the hats mod. It's the old thing that jumps to mind. If it doesn't happen, try placing blocks that are present around the place where you tried in the screenshot (take random block from all the mods, see if any of the mods triggers it).
Even on a flat map the same thing happens without placing extra blocks. But Zottelchen Homes found a Solution by testing mod by mod:
It was the Blockseeker mod. I guess it changes something with blockrendering or so.
Rollback Post to RevisionRollBack
sorry for my bad english - it's not my native language
Even on a flat map the same thing happens without placing extra blocks. But Zottelchen Homes found a Solution by testing mod by mod:
It was the Blockseeker mod. I guess it changes something with blockrendering or so.
Decompiled the mod and took a look at the code, appears that he's enabling something in his mod that was never enabled to begin with. I'll try to contact the author about it.
Edit: should be fixed in the next BlockSeeker release.
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Hey, so this mod is really really really cool, but I've got a feature request: can you allow the mod itself to place the blocks, instead of just placing a ghost image?
I ask this because I have a schematic that's pretty big (over 100.000 blocks in a really complicated shape) and I'd like to spawn it on my world.
Hey, so this mod is really really really cool, but I've got a feature request: can you allow the mod itself to place the blocks, instead of just placing a ghost image?
I ask this because I have a schematic that's pretty big (over 100.000 blocks in a really complicated shape) and I'd like to spawn it on my world.
I know about McEdit, but it's just complicated.
Once again, this option is called: insta-print
and not yet implemented. ^^
Hey Lunatris i just recently made a mod spotlight of your mod. I was hoping that you would check it out. My youtube username is thesiraaron54. Please and Thank you.
It seems to be the Lighting portion of Project red
Exactly teh same issue as with BlockSeeker. The only states that should be enabled in RenderWorldLastEvent are (in 1.6.4, might differ in other versions):
GL_ALPHA_TEST [bc0]
GL_COLOR_MATERIAL [b57]
GL_CULL_FACE [b44]
GL_DEPTH_TEST [b71]
GL_DITHER [bd0]
GL_TEXTURE_2D [de1]
GL_MULTISAMPLE [809d]
People, for some reason keep enabling GL_LIGHTING even though it was never enabled.
Hey Lunatris i just recently made a mod spotlight of your mod. I was hoping that you would check it out. My youtube username is thesiraaron54. Please and Thank you.
Thank you, will check it out today or tomorrow!
Edit: found it, but the quallity seems to be low. Not sure if Youtube messed up something, but in the second part you can't really see a lot.
Also, yes. That's Pixelmon and it's up to them to fix the issue. It's not really my duty to hunt out for mods that enable/disable OpenGL states that differ from the lsit above. :/
I added Schematica (1.5.2) to my FTB Unleashed client in order to save a schematic for a farm I built (uses only vanilla blocks) and if I try to load it back from within FTB, it works just fine. However, if I try to load it from within vanilla 1.6.4 client, it does nothing. Any ideas ?
Edit: I forgot to add, other schematics I have stored in the /schematics folder for 1.6.4 client load just fine. With the one exported from FTB, all options when pressing - are blanked out and I can't do anything. Also, filesize, no matter how I select the area in FTB (red and blue point) is always 3 kilobytes.
Edit 2: the schematic exported from FTB can be loaded just fine in the latest version of MCEdit.
Please check what output-schematica.log says. There should be an stack strace included in the file. It should load just fine, but it looks like backwards compatibility might not work as it's supposed to. Anyway, the format was changed in this commit to be the same as the MCEdit/WorldEdit format.
2013-12-08 05:00:28 [FINEST] Sent event FMLConstructionEvent to mod Schematica
2013-12-08 05:00:28 [FINEST] Sending event FMLPreInitializationEvent to mod Schematica
2013-12-08 05:00:28 [FINEST] Sent event FMLPreInitializationEvent to mod Schematica
2013-12-08 05:00:29 [FINEST] Sending event FMLInitializationEvent to mod Schematica
2013-12-08 05:00:29 [FINEST] Sent event FMLInitializationEvent to mod Schematica
2013-12-08 05:00:29 [FINEST] Sending event IMCEvent to mod Schematica
2013-12-08 05:00:29 [FINEST] Sent event IMCEvent to mod Schematica
2013-12-08 05:00:29 [FINEST] Sending event FMLPostInitializationEvent to mod Schematica
2013-12-08 05:00:29 [INFO] Reading aliasVanilla.properties...
2013-12-08 05:00:29 [INFO] Reading flipVanilla.properties...
2013-12-08 05:00:29 [INFO] Reading rotationVanilla.properties...
2013-12-08 05:00:29 [FINEST] Sent event FMLPostInitializationEvent to mod Schematica
2013-12-08 05:00:29 [FINEST] Sending event FMLLoadCompleteEvent to mod Schematica
2013-12-08 05:00:29 [FINEST] Sent event FMLLoadCompleteEvent to mod Schematica
2013-12-08 05:00:55 [SEVERE] Failed to load schematic!
java.lang.NullPointerException
at net.minecraft.tileentity.TileEntity.func_70317_c(TileEntity.java:164)
at lunatrius.schematica.SchematicWorld.readFromNBT(SchematicWorld.java:137)
at lunatrius.schematica.Settings.loadSchematic(Settings.java:141)
at lunatrius.schematica.gui.GuiSchematicLoad.loadSchematic(GuiSchematicLoad.java:169)
at lunatrius.schematica.gui.GuiSchematicLoad.func_73875_a(GuiSchematicLoad.java:81)
at net.minecraft.client.gui.GuiScreen.func_73864_a(SourceFile:69)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:128)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:107)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1564)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:908)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:836)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:207)
The crash seems rather weird. Could you send me the schematic file? I can see where it crashes, but not why it could happen only in 1.6.4 and not 1.5.2.
You use the * button to get the schematic making window. There you can move the red and blue marker around with the buttons without moving yourself.
And no the insta-print is not yet in the mod, but will be in the futur.
The range for the printer is limited by the Minecraft Server, can't do much until I get the insta print into Schematica.
Which mods do you use? Also before you do that, if you happen to have Goggles of Revealing equipped take them off. Also, try to load up a schematic with nothing but vanilla blocks.
Here is my modfolder:
Also I just wear an normal armor (tartarite) which isn't affecting the sight I think. Took them off - no change.
It is an vanilla-only schematic. It is an airship from mcschematics. Mainly wood, log and wool.Definitly no modded blocks in there.
Even on a flat map the same thing happens without placing extra blocks. But Zottelchen Homes found a Solution by testing mod by mod:
It was the Blockseeker mod. I guess it changes something with blockrendering or so.
Edit: should be fixed in the next BlockSeeker release.
I ask this because I have a schematic that's pretty big (over 100.000 blocks in a really complicated shape) and I'd like to spawn it on my world.
I know about McEdit, but it's just complicated.
Once again, this option is called: insta-print
and not yet implemented. ^^
It appears that there are multiple things (addons/extensions) available to download, does it do that with just the base installed?
Well I have the same problem, But Im very confused, These are my mods: https://docs.google.com/spreadsheet/ccc?key=0Aozm5uCToKPOdHQ1QlE3UGFkX21ZcENVbS1PLWpBLUE#gid=3 Someone with the Same mods (on same server) gets the fake blocks loader properly...?
Exactly teh same issue as with BlockSeeker. The only states that should be enabled in RenderWorldLastEvent are (in 1.6.4, might differ in other versions):
GL_ALPHA_TEST [bc0]
GL_COLOR_MATERIAL [b57]
GL_CULL_FACE [b44]
GL_DEPTH_TEST [b71]
GL_DITHER [bd0]
GL_TEXTURE_2D [de1]
GL_MULTISAMPLE [809d]
People, for some reason keep enabling GL_LIGHTING even though it was never enabled.
Do you happen to have the Lighting part of project Red installed?
Thank you, will check it out today or tomorrow!
Edit: found it, but the quallity seems to be low. Not sure if Youtube messed up something, but in the second part you can't really see a lot.
Also, yes. That's Pixelmon and it's up to them to fix the issue. It's not really my duty to hunt out for mods that enable/disable OpenGL states that differ from the lsit above. :/
Please check what output-schematica.log says. There should be an stack strace included in the file. It should load just fine, but it looks like backwards compatibility might not work as it's supposed to. Anyway, the format was changed in this commit to be the same as the MCEdit/WorldEdit format.
The crash seems rather weird. Could you send me the schematic file? I can see where it crashes, but not why it could happen only in 1.6.4 and not 1.5.2.